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3 Commits

Author SHA1 Message Date
d4fe6d4071 Update gglm version 2022-07-02 21:41:44 +04:00
51057b8a0d TextureLoadOptions+fix DT bug+remove SetAttribute 2022-07-02 21:38:48 +04:00
e1bf0697fc Simplify the game interface 2022-07-02 21:21:59 +04:00
10 changed files with 76 additions and 77 deletions

View File

@ -5,7 +5,7 @@ var (
TexturePaths map[string]uint32 = make(map[string]uint32)
)
func SetTexture(t Texture) {
func AddTextureToCache(t Texture) {
if _, ok := TexturePaths[t.Path]; ok {
return
@ -16,12 +16,12 @@ func SetTexture(t Texture) {
TexturePaths[t.Path] = t.TexID
}
func GetTexture(texID uint32) (Texture, bool) {
func GetTextureFromCacheID(texID uint32) (Texture, bool) {
tex, ok := Textures[texID]
return tex, ok
}
func GetTexturePath(path string) (Texture, bool) {
func GetTextureFromCachePath(path string) (Texture, bool) {
tex, ok := Textures[TexturePaths[path]]
return tex, ok
}

View File

@ -24,10 +24,22 @@ type Texture struct {
Pixels []byte
}
func LoadPNGTexture(file string) (Texture, error) {
type TextureLoadOptions struct {
TryLoadFromCache bool
WriteToCache bool
GenMipMaps bool
}
if tex, ok := GetTexturePath(file); ok {
return tex, nil
func LoadPNGTexture(file string, loadOptions *TextureLoadOptions) (Texture, error) {
if loadOptions == nil {
loadOptions = &TextureLoadOptions{}
}
if loadOptions.TryLoadFromCache {
if tex, ok := GetTextureFromCachePath(file); ok {
return tex, nil
}
}
//Load from disk
@ -72,14 +84,19 @@ func LoadPNGTexture(file string) (Texture, error) {
// set the texture wrapping/filtering options (on the currently bound texture object)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_S, gl.REPEAT)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_WRAP_T, gl.REPEAT)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR_MIPMAP_LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MIN_FILTER, gl.LINEAR)
gl.TexParameteri(gl.TEXTURE_2D, gl.TEXTURE_MAG_FILTER, gl.LINEAR)
// load and generate the texture
gl.TexImage2D(gl.TEXTURE_2D, 0, gl.RGBA8, tex.Width, tex.Height, 0, gl.RGBA, gl.UNSIGNED_BYTE, unsafe.Pointer(&tex.Pixels[0]))
gl.GenerateMipmap(gl.TEXTURE_2D)
SetTexture(tex)
if loadOptions.GenMipMaps {
gl.GenerateMipmap(tex.TexID)
}
if loadOptions.WriteToCache {
AddTextureToCache(tex)
}
return tex, nil
}

View File

@ -54,6 +54,8 @@ func (b *Buffer) GetLayout() []Element {
return e
}
//SetLayout updates the layout object and the corresponding vertex attributes.
//Vertex attributes are also enabled.
func (b *Buffer) SetLayout(layout ...Element) {
b.layout = layout
@ -64,6 +66,20 @@ func (b *Buffer) SetLayout(layout ...Element) {
b.layout[i].Offset = int(b.Stride)
b.Stride += b.layout[i].Size()
}
//Set opengl stuff
b.Bind()
//NOTE: VBOs are only bound at 'VertexAttribPointer', not BindBUffer, so we need to bind the buffer and vao here
gl.BindBuffer(gl.ARRAY_BUFFER, b.BufID)
for i := 0; i < len(layout); i++ {
gl.EnableVertexAttribArray(uint32(i))
gl.VertexAttribPointer(uint32(i), layout[i].ElementType.CompCount(), layout[i].ElementType.GLType(), false, b.Stride, gl.PtrOffset(layout[i].Offset))
}
b.UnBind()
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
}
func NewBuffer(layout ...Element) Buffer {

View File

@ -3,6 +3,7 @@ package engine
import (
"runtime"
"github.com/bloeys/nmage/asserts"
"github.com/bloeys/nmage/input"
"github.com/bloeys/nmage/renderer"
"github.com/bloeys/nmage/timing"
@ -11,6 +12,10 @@ import (
"github.com/veandco/go-sdl2/sdl"
)
var (
isInited = false
)
type Window struct {
SDLWin *sdl.Window
GlCtx sdl.GLContext
@ -96,6 +101,8 @@ func (w *Window) Destroy() error {
func Init() error {
isInited = true
runtime.LockOSThread()
timing.Init()
err := initSDL()
@ -139,6 +146,7 @@ func CreateOpenGLWindowCentered(title string, width, height int32, flags WindowF
func createWindow(title string, x, y, width, height int32, flags WindowFlags, rend renderer.Render) (*Window, error) {
asserts.T(isInited, "engine.Init was not called!")
if x == -1 && y == -1 {
x = sdl.WINDOWPOS_CENTERED
y = sdl.WINDOWPOS_CENTERED
@ -186,6 +194,8 @@ func initOpenGL() error {
}
func SetVSync(enabled bool) {
asserts.T(isInited, "engine.Init was not called!")
if enabled {
sdl.GLSetSwapInterval(1)
} else {

View File

@ -6,37 +6,32 @@ import (
"github.com/go-gl/gl/v4.1-core/gl"
)
var (
isRunning = false
)
type Game interface {
Init()
Start()
FrameStart()
Update()
Render()
FrameEnd()
ShouldRun() bool
GetWindow() *Window
GetImGUI() nmageimgui.ImguiInfo
Deinit()
DeInit()
}
func Run(g Game) {
w := g.GetWindow()
ui := g.GetImGUI()
func Run(g Game, w *Window, ui nmageimgui.ImguiInfo) {
isRunning = true
g.Init()
//Simulate an imgui frame during init so any imgui calls are allowed within init
tempWidth, tempHeight := w.SDLWin.GetSize()
tempFBWidth, tempFBHeight := w.SDLWin.GLGetDrawableSize()
ui.FrameStart(float32(tempWidth), float32(tempHeight))
g.Start()
ui.Render(float32(tempWidth), float32(tempHeight), tempFBWidth, tempFBHeight)
for g.ShouldRun() {
for isRunning {
//PERF: Cache these
width, height := w.SDLWin.GetSize()
@ -46,8 +41,6 @@ func Run(g Game) {
w.handleInputs()
ui.FrameStart(float32(width), float32(height))
g.FrameStart()
g.Update()
gl.Clear(gl.COLOR_BUFFER_BIT | gl.DEPTH_BUFFER_BIT)
@ -60,5 +53,9 @@ func Run(g Game) {
timing.FrameEnded()
}
g.Deinit()
g.DeInit()
}
func Quit() {
isRunning = false
}

2
go.mod
View File

@ -8,6 +8,6 @@ require github.com/go-gl/gl v0.0.0-20211025173605-bda47ffaa784
require (
github.com/bloeys/assimp-go v0.4.2
github.com/bloeys/gglm v0.3.1
github.com/bloeys/gglm v0.41.10
github.com/inkyblackness/imgui-go/v4 v4.3.0
)

2
go.sum
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@ -2,6 +2,8 @@ github.com/bloeys/assimp-go v0.4.2 h1:ArVK74BCFcTO/rCGj2NgZG9xtbjnJdEn5npIeJx1Z0
github.com/bloeys/assimp-go v0.4.2/go.mod h1:my3yRxT7CfOztmvi+0svmwbaqw0KFrxaHxncoyaEIP0=
github.com/bloeys/gglm v0.3.1 h1:Sy9upW7SBsBfDXrSmEhid3aQ+7J7itej+upwcxOnPMQ=
github.com/bloeys/gglm v0.3.1/go.mod h1:qwJQ0WzV191wAMwlGicbfbChbKoSedMk7gFFX6GnyOk=
github.com/bloeys/gglm v0.41.10 h1:R9FMiI+VQVXAI+vDwCB7z9xqzy5VAR1657u8TQTDNKA=
github.com/bloeys/gglm v0.41.10/go.mod h1:qwJQ0WzV191wAMwlGicbfbChbKoSedMk7gFFX6GnyOk=
github.com/davecgh/go-spew v1.1.0 h1:ZDRjVQ15GmhC3fiQ8ni8+OwkZQO4DARzQgrnXU1Liz8=
github.com/davecgh/go-spew v1.1.0/go.mod h1:J7Y8YcW2NihsgmVo/mv3lAwl/skON4iLHjSsI+c5H38=
github.com/go-gl/gl v0.0.0-20211025173605-bda47ffaa784 h1:1Zi56D0LNfvkzM+BdoxKryvUEdyWO7LP8oRT+oSYJW0=

39
main.go
View File

@ -18,10 +18,6 @@ import (
"github.com/veandco/go-sdl2/sdl"
)
//BUGS:
// need to rebind the texutre if the texture (or any material values) change between draw calls
// DT handling for when it is zero is wrong! (Gives 1000 DT)
//TODO: Tasks:
// Build simple game
// Integrate physx
@ -29,6 +25,7 @@ import (
// Camera class
//Low Priority:
// Create VAO struct independent from VBO to support multi-VBO use cases (e.g. instancing)
// Renderer batching
// Scene graph
// Separate engine loop from rendering loop? or leave it to the user?
@ -39,8 +36,7 @@ import (
// Material system editor with fields automatically extracted from the shader
var (
isRunning bool = true
window *engine.Window
window *engine.Window
simpleMat *materials.Material
cubeMesh *meshes.Mesh
@ -57,7 +53,6 @@ var (
type OurGame struct {
Win *engine.Window
ImGUIInfo nmageimgui.ImguiInfo
Quitting bool
}
func (g *OurGame) Init() {
@ -73,14 +68,13 @@ func (g *OurGame) Init() {
}
//Load textures
tex, err := assets.LoadPNGTexture("./res/textures/Low poly planet.png")
tex, err := assets.LoadPNGTexture("./res/textures/Low poly planet.png", nil)
if err != nil {
logging.ErrLog.Fatalln("Failed to load texture. Err: ", err)
}
//Configure material
simpleMat.DiffuseTex = tex.TexID
simpleMat.SetAttribute(cubeMesh.Buf)
//Movement, scale and rotation
translationMat := gglm.NewTranslationMat(gglm.NewVec3(0, 0, 0))
@ -102,16 +96,10 @@ func (g *OurGame) Init() {
simpleMat.SetUnifVec3("lightColor1", lightColor1)
}
func (g *OurGame) Start() {
}
func (g *OurGame) FrameStart() {
}
func (g *OurGame) Update() {
if input.IsQuitClicked() {
g.Quitting = true
engine.Quit()
}
winWidth, winHeight := g.Win.SDLWin.GetSize()
@ -167,25 +155,13 @@ func (g *OurGame) Render() {
tempModelMat.Translate(gglm.NewVec3(float32(rowSize), -1, 0))
}
g.GetWindow().SDLWin.SetTitle(fmt.Sprint("nMage (", timing.GetAvgFPS(), " fps)"))
g.Win.SDLWin.SetTitle(fmt.Sprint("nMage (", timing.GetAvgFPS(), " fps)"))
}
func (g *OurGame) FrameEnd() {
}
func (g *OurGame) ShouldRun() bool {
return !g.Quitting
}
func (g *OurGame) GetWindow() *engine.Window {
return g.Win
}
func (g *OurGame) GetImGUI() nmageimgui.ImguiInfo {
return g.ImGUIInfo
}
func (g *OurGame) Deinit() {
func (g *OurGame) DeInit() {
g.Win.Destroy()
}
@ -211,8 +187,7 @@ func main() {
ImGUIInfo: nmageimgui.NewImGUI(),
}
engine.Run(game)
return
engine.Run(game, window, game.ImGUIInfo)
}
func updateViewMat() {

View File

@ -3,7 +3,6 @@ package materials
import (
"github.com/bloeys/gglm/gglm"
"github.com/bloeys/nmage/asserts"
"github.com/bloeys/nmage/buffers"
"github.com/bloeys/nmage/logging"
"github.com/bloeys/nmage/shaders"
"github.com/go-gl/gl/v4.1-core/gl"
@ -61,23 +60,6 @@ func (m *Material) GetUnifLoc(uniformName string) int32 {
return loc
}
func (m *Material) SetAttribute(bufObj buffers.Buffer) {
bufObj.Bind()
//NOTE: VBOs are only bound at 'VertexAttribPointer', not BindBUffer, so we need to bind the buffer and vao here
gl.BindBuffer(gl.ARRAY_BUFFER, bufObj.BufID)
layout := bufObj.GetLayout()
for i := 0; i < len(layout); i++ {
gl.EnableVertexAttribArray(uint32(i))
gl.VertexAttribPointer(uint32(i), layout[i].ElementType.CompCount(), layout[i].ElementType.GLType(), false, bufObj.Stride, gl.PtrOffset(layout[i].Offset))
}
bufObj.UnBind()
gl.BindBuffer(gl.ARRAY_BUFFER, 0)
}
func (m *Material) EnableAttribute(attribName string) {
gl.EnableVertexAttribArray(uint32(m.GetAttribLoc(attribName)))
}

View File

@ -43,7 +43,7 @@ func FrameEnded() {
//Calculate new dt
dt = float32(time.Since(frameStart).Seconds())
if dt == 0 {
dt = float32(time.Microsecond)
dt = float32(time.Microsecond.Seconds())
}
}